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by dood
Sat May 05, 2018 8:31 am
Forum: General discussion
Topic: Rail intersection - feedback please
Replies: 20
Views: 3879

Re: Rail intersection - feedback please

Do buffers in an intersection really make things that much faster?
Seems more like a recipe for a deadlock to me.
Why not buffer the trains on the straight rail segments by spacing the signals 1 train length apart instead?
by dood
Thu May 03, 2018 5:14 pm
Forum: Ideas and Suggestions
Topic: Ultra Mega Super Speed / Movespeed Boost
Replies: 15
Views: 2387

Re: Ultra Mega Super Speed / Movespeed Boost

PyroFire wrote:Image
Well there's your problem.
Lay some rails.
by dood
Thu May 03, 2018 8:03 am
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 47083

Re: Speed modules are sometimes more efficient than Efficiencies

Well, duh.
That's because the percentages get added, not multiplied.

As soon as you start using beacons, you have officially foregone energy efficiency anyway and it's all about effectivity at that point so this doesn't matter.
by dood
Thu May 03, 2018 7:48 am
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 10463

Re: [0.16.40] Train signals no longer working

Same issue here.
Placing new rail blueprints down produces working signals but my rail network is too gigantic to just remake so the new patch is unplayable for me unless I start over entirely.
by dood
Thu May 03, 2018 6:59 am
Forum: Ideas and Suggestions
Topic: Underground Network - Or Insinuated System
Replies: 6
Views: 1729

Re: Underground Network - Or Insinuated System

bbbower wrote:You wouldn't have to change the way bots work. *Still necessary for everything else
Like what?
by dood
Tue May 01, 2018 9:31 am
Forum: General discussion
Topic: Starter base: What to build and what not to build.
Replies: 31
Views: 35120

Re: Starter base: What to build and what not to build.

Point is that 'upgrading' your furnaces from Steel to Electric isn't worth it until you're ready to put Efficiency modules in them (or have gotten off of steam and onto solar/nuclear). Well. Duh. If you can make electric furnaces, also making 2 efficiency modules a pop is well within your ability s...
by dood
Tue May 01, 2018 5:47 am
Forum: General discussion
Topic: Starter base: What to build and what not to build.
Replies: 31
Views: 35120

Re: Starter base: What to build and what not to build.

DerGraue wrote:If you don't like pollution then electric furnaces powered by steam and without efficiency modules are slightly worse then stone and steel furnaces.
If someone doesn't like pollution, why would they stick with steam and not use efficiency 1 modules?
by dood
Mon Apr 30, 2018 10:35 am
Forum: Implemented Suggestions
Topic: Undo button
Replies: 8
Views: 5157

Re: Undo button

I doubt this is feasible. You're not painting something in photoshop here, you're interacting with moving parts in real-time so undoing something involves a ton more than just placing the entity back to where you removed it from, you also have to keep track of and reset every single other entity suc...
by dood
Mon Apr 30, 2018 10:26 am
Forum: Ideas and Suggestions
Topic: Robotic balancing, robotic stations
Replies: 4
Views: 967

Re: Robotic balancing, robotic stations

Having roboports on trains is great if you like logistics network constantly being broken up, roboports running on burnables because they can't interact with power poles and robots forever chasing after trains that departed without them.
by dood
Sun Apr 29, 2018 6:52 pm
Forum: Ideas and Suggestions
Topic: Quality of Life Blueprint Building
Replies: 18
Views: 3666

Re: Quality of Life Blueprint Building

Thinking about it, I'd like even better that ghosts within reach are automatically built with the content of your backpack (with a way to toggle on and off maybe). Just plopping a blueprint, running through it, and auto-building within the characters reach would be such a QoL feature. Kind of OP th...
by dood
Sun Apr 29, 2018 3:20 pm
Forum: Ideas and Suggestions
Topic: Make bullets slower the enemies
Replies: 13
Views: 2575

Re: Make handgun slower the enemies

Factorio has a very tier oriented system to its combat. In that respect it's okay for the pistol to find itself obsolete in the face of new tech. But I do think the pistol should be an ingredient in the smg. After all a SMG is basically a hot rodded pistol, at least when you do it right. :lol: That...
by dood
Sun Apr 29, 2018 1:55 pm
Forum: Ideas and Suggestions
Topic: Split locomotives into three: Steam, diesel and electric
Replies: 30
Views: 5544

Re: Split locomotives into three: Steam, diesel and electric

Who cares if your factory can't be nit pickingly micro optimized by using assembler 1's? That kind of balance is stupid anyway. I do. I like actual options, not just the illusion of options. Ideally, all tiers of assemblers, miners and smelters would have their unique use that might open up a diffe...
by dood
Sun Apr 29, 2018 12:49 pm
Forum: Ideas and Suggestions
Topic: Split locomotives into three: Steam, diesel and electric
Replies: 30
Views: 5544

Re: Split locomotives into three: Steam, diesel and electric

Engine: 1 steel, 1 gear, 1 stone furnace And now stone furnaces are no longer obsolete. Being a dead end recipe is not the same as obsolescence. Obsolescence means you have a blatantly superior option on basically every level and no reason to pick the inferior one. This recipe changes nothing about...
by dood
Sun Apr 29, 2018 9:08 am
Forum: Ideas and Suggestions
Topic: Split locomotives into three: Steam, diesel and electric
Replies: 30
Views: 5544

Re: Split locomotives into three: Steam, diesel and electric

Another thing, I'm personally not a fan of obsolescence and tiers. Ideally, all your tools should remain useful throughout the entire game and "iron pickaxe" situations should be minimized. It's not really worth it to make an "early game train" whose only function is being abando...
by dood
Sun Apr 29, 2018 8:35 am
Forum: Ideas and Suggestions
Topic: Split locomotives into three: Steam, diesel and electric
Replies: 30
Views: 5544

Re: Split locomotives into three: Steam, diesel and electric

What do you mean by 'overhead'? Game performance. Iterating through every single piece of rail, also possibly adding a new "electrified rail" entity after they just cleaned up rails and got rid of curved ones. It came up before but got shot down due to something like that. Allow the locom...
by dood
Sun Apr 29, 2018 8:25 am
Forum: Ideas and Suggestions
Topic: Split locomotives into three: Steam, diesel and electric
Replies: 30
Views: 5544

Re: Split locomotives into three: Steam, diesel and electric

Electrified rails came up before, it's not going to happen because it would create too much overhead. Trains running on liquid came up before. One of those things is out of fuel, mid-junction. What do you do? As for shittifying steam locos and new fuel, vehicles just got different types of accelerat...
by dood
Sun Apr 29, 2018 6:20 am
Forum: Ideas and Suggestions
Topic: Fast replace modules with ANY new type
Replies: 13
Views: 10728

Re: Fast replace modules with ANY new type

This is still needed. In addition, pasting an assembler blueprint over an existing one should mark that assembler to be filled with the modules of the blueprint. It already does that with assembler recipes which you probably never noticed because copypasting recipes is so easy so it's only fair to e...
by dood
Sun Apr 29, 2018 5:45 am
Forum: General discussion
Topic: Starter base: What to build and what not to build.
Replies: 31
Views: 35120

Re: Starter base: What to build and what not to build.

From my experience, half-assing it won't do. Going for 1 iron 1 copper belt which you also use to make greens only means you'll have to rip it up and rebuild it sooner rather than later and doing it sooner is slower and more painful. Spaghetti something together and rush to red belt as soon as possi...
by dood
Sat Apr 28, 2018 4:50 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 37615

Re: [MOD 0.16] Helicopters

Still not sure what you mean in the context of this mod. Nothing. After your reply that it wasn't possible I said "figures if it (vehicles with no tank controls) was possible/that easy to do, there would be mods making use of it by now". You did something wrong while rezipping. But you ca...
by dood
Fri Apr 27, 2018 1:15 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 37615

Re: [MOD 0.16] Helicopters

I'll think about it, strafing would be cool but must be done in a way that makes sense and keeps controls simple. Not sure what you mean with that floating platform. I meant a platform that controls just like the player but is faster and has no collision. Be that a helicopter, a hoverboard, a jetpa...

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